How to Change Humanoid Max Health Script in Roblox Studio

Getting a roblox studio humanoid max health script working is usually one of the first things you'll want to do when you move past just building and start actually making a "game." Whether you're trying to create a tanky boss with ten thousand hit points or you want to give a specific player class a slight edge, understanding how to manipulate health is fundamental. It sounds simple, right? Just change a number. But if you've spent more than five minutes in Roblox Studio, you know that things rarely go exactly as planned on the first try.

In this guide, we're going to break down exactly how to handle max health, where to put your scripts so they don't break, and why your players might still be spawning with 100 HP even after you thought you fixed it.

Understanding the Humanoid Object

Before we even touch the code, we have to talk about the "Humanoid." In Roblox, the Humanoid is basically the soul of a character. It's an object inside the player's character model that controls how they move, how high they jump, and—most importantly for us—how much damage they can take.

Inside the Humanoid properties, you'll see two specific things: Health and MaxHealth. This is where a lot of beginners get tripped up. If you set MaxHealth to 200 but don't touch Health, the player will spawn with a half-empty health bar (100 out of 200). It's like having a bigger bucket but only keeping the same amount of water in it. To get that full-health look, you have to update both.

The Basic Script: Changing Max Health for Everyone

If you want every single person who joins your game to have more than the default 100 health, you need a script that runs every time a player spawns. The best place for this is in ServerScriptService.

Here is a simple, no-nonsense script to get you started:

```lua game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid")

 -- This is where the magic happens humanoid.MaxHealth = 250 humanoid.Health = 250 end) 

end) ```

Let's look at what's happening here. We're telling the game to wait for a player to join (PlayerAdded). Once they join, we wait for their character to actually appear in the workspace (CharacterAdded). We use WaitForChild("Humanoid") because sometimes the script runs so fast that the Humanoid hasn't even loaded yet, and if the script can't find it, it'll just throw an error and quit.

Why Put it in ServerScriptService?

You might be tempted to put a script inside the character model itself or even in the StarterGui, but ServerScriptService is the gold standard for a reason. Anything related to health needs to be handled by the server.

If you try to change a player's health using a LocalScript (which runs on the player's computer), it might look like it worked on their screen, but the server won't recognize it. This means if they take damage, the game might calculate it based on the old 100 HP, or worse, they'll appear invincible to others but dead to themselves. It's a mess. Always keep your health logic on the server to prevent exploits and weird bugs.

Using StarterCharacterScripts for Simpler Setups

If the script above feels a bit too "wordy" for you, there's a shortcut. You can create a regular Script (not a LocalScript) and place it inside the StarterCharacterScripts folder (located inside StarterPlayer).

When you put a script there, Roblox automatically copies it into the player's character every single time they respawn. It saves you from having to write the PlayerAdded and CharacterAdded lines. The script would look like this:

```lua local character = script.Parent local humanoid = character:WaitForChild("Humanoid")

humanoid.MaxHealth = 500 humanoid.Health = 500 ```

This is super handy for small projects. The only downside is that as your game gets bigger, having scripts scattered all over the place can make debugging a nightmare. But for a quick health boost? It's perfect.

Making a Health Power-Up

Let's say you don't want everyone to have high health. Maybe you want a player to find a "Mega Mushroom" or a "Vitality Crystal" that increases their max health temporarily or for the rest of that life.

To do this, you'd use a Part with a Touched event. Here's how you'd write that:

```lua local part = script.Parent

part.Touched:Connect(function(hit) local character = hit.Parent local humanoid = character:FindFirstChild("Humanoid")

if humanoid then humanoid.MaxHealth = humanoid.MaxHealth + 50 humanoid.Health = humanoid.Health + 50 part:Destroy() -- The power-up disappears after use end 

end) ```

Notice the humanoid.MaxHealth + 50. This is way better than just setting it to a fixed number because it allows the player to stack power-ups. If they find three of these, they'll have 250 health total. It adds a bit of progression to the gameplay.

Common Issues and How to Fix Them

I've seen a lot of developers get frustrated when their roblox studio humanoid max health script doesn't seem to save. A common scenario is: a player levels up, their MaxHealth is set to 200, but then they fall off the map, respawn, and—poof—they're back at 100.

This happens because the Humanoid is destroyed and recreated every time the player dies. To fix this, you need a way to "remember" the player's stats. You'd usually use DataStores for this, but for a session-based fix, you can store the health value in a Folder inside the player object (not the character). Then, when the CharacterAdded event fires, you check that folder and apply the saved MaxHealth.

Another classic mistake is forgetting that Roblox has a default health regeneration script. If you set a player's MaxHealth to a million, they will still heal at the default rate (which is roughly 1% of their health every second). This can feel painfully slow for a high-HP character. You might want to include a custom healing script or adjust the "Health" script found inside the character to make it scale with their new max health.

Setting Max Health Based on Teams or Classes

In games like "Class-based Fighters" or "RPGs," you don't want the Wizard to have the same health as the Knight. You can easily modify your script to check for a player's team before setting their health.

```lua game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid")

 if player.Team.Name == "Tanks" then humanoid.MaxHealth = 400 humanoid.Health = 400 elseif player.Team.Name == "Scouts" then humanoid.MaxHealth = 75 humanoid.Health = 75 else humanoid.MaxHealth = 100 humanoid.Health = 100 end end) 

end) ```

This makes your game feel much more professional and balanced. It's all about using that one property to define how the player interacts with the world.

Final Thoughts

The roblox studio humanoid max health script is a simple tool, but it's a powerful one. Whether you're keeping it basic in StarterCharacterScripts or building a complex leveling system that saves to the cloud, the core logic remains the same: find the Humanoid, update the MaxHealth, and make sure the current Health matches.

Don't be afraid to experiment! Try making a script that drains max health over time in a "poison zone," or a script that doubles your health if you're the last player alive. The more you mess around with these properties, the more comfortable you'll get with Luau scripting in general. Happy developing, and I hope your players enjoy those extra hit points!